gleichman
2006-11-16 19:10:14 UTC
...but not really a tale of campaign failure, not yet anyway. I thought
I'd toss it out for discussion.
A while back we kicked off a Deadlands - The Weird West campaign. The
concept was cool, who wouldn't jump at a chance to do cowboys vs.
zombies? My wife would actually run the campaign, but before I handed
it over to her I went through the rule books to find those things that
would wreck it before it had begun.
There were a number.
I was surprised to see that firearms in Deadlands resembled more the
toy cap guns of my youth than the weapons of The West. Or rather, I
would have been surprised if that wasn't the default standard of rpg
design. Easy enough to fix, I dropped the Size of everything in the
game by 1 and raised the damage of weapons in general. The latter
increases allowed me to show the differences between weapons better.
Going over the combat rules I had to toss in a number of other changes
here and there- adding passive range defense, removing cumulative
damage and cutting down the death spiral, fixing Vamoosin' such that
it worked, adjusting the stun, unconsciousness and wound levels so that
they produced the expected result of Wild West style combat.
Deadlands dice mechanics shares the "modifier which isn't a
modifier" hole with old time Shadowrun and that had to be patched.
Explosions were small nukes that raged across the board, I patched it.
The setting background was complete stupidity, showing neither respect
for the actual historic period or for the genre. Crippled by PC feeling
and wishful thinking (why do so many games have The South rise again,
or never fall), it had to go. In its place was the historical west
timeline with a Hollywood favor and a dark undercurrent of a seldom
seen mystical invasion.
And so on. It didn't take a lot of work, and at the end of it I had a
game that was still very much Deadlands with many of its worse features
either improved or removed. It still used a silly dice mechanic and
there were problems- but I hoped they'd be minor. It should have been
good enough for a non-generational campaign.
Except for one part that I didn't look at too closely, perhaps
because deep down I knew it would be a heartbreaker.
The use of poker hands to resolve spell casting is perhaps the single
coolest thing in Deadlands although the poker chips and card based
initiative give it a contest. It was too cool to give up, and on that
basis I didn't examine it closely. Online people sing its praises,
surely it would be good enough for my game...
Sigh.
It took about a half dozen games, but the huckster players started
complaining. Serious complaining. I hadn't been watching them too
closely but I did agree that they seemed to be feast or famine- either
being worthless or powerful beyond belief.
I finally agreed to look in the poker mechanic in detail. Some
searching turned up the hand probabilities. Cross-referencing with the
dice probabilities revealed the nature of the system plainly.
Feast and famine it was, with more the later than the former. Poker
hands have huge breaks in odds as one goes up the ranking, and the game
system took advantage of this by the escalating the power of those
hands. To balance this, the chance of backlash is high and the effect
of common hands low. In concept perhaps ok.
In practice, it sucked.
Great success would happen on the least important times, great failures
in the most important times. Rare would be a good pairing of event and
spell result. Consistency was nowhere to be found- and it's
consistency that we most associate with excellence. Instead of a hero
armed with rare mystical knowledge, the Huckster character felt like a
blind clown armed with dynamite.
I could find no way to keep the poker system. Anything I tried to make
it more consistent either required me to re-write all the individual
spell effects or vastly increase the Huckster's power.
With great sadness, I booted the poker hand mechanic for a dice based
approached. I kept the hand names to link to the original rules while
invoking at least a bit of the poker magic.
The campaign had memorable characters and events. But the system fought
it and by the time I moved to replace it, the group's morale had been
damaged too much.
We put the campaign on hold and switched to Shadowrun (using HERO).
We'll likely go back to Deadlands in time. So I don't count it as a
complete failure. It will be interesting to see if my Huckster's
changes actually work, or if they yanked the soul of the game away.
For those interested, all the changes are found at:
http://home.comcast.net/~b.gleichman/Deadlands/
I'd toss it out for discussion.
A while back we kicked off a Deadlands - The Weird West campaign. The
concept was cool, who wouldn't jump at a chance to do cowboys vs.
zombies? My wife would actually run the campaign, but before I handed
it over to her I went through the rule books to find those things that
would wreck it before it had begun.
There were a number.
I was surprised to see that firearms in Deadlands resembled more the
toy cap guns of my youth than the weapons of The West. Or rather, I
would have been surprised if that wasn't the default standard of rpg
design. Easy enough to fix, I dropped the Size of everything in the
game by 1 and raised the damage of weapons in general. The latter
increases allowed me to show the differences between weapons better.
Going over the combat rules I had to toss in a number of other changes
here and there- adding passive range defense, removing cumulative
damage and cutting down the death spiral, fixing Vamoosin' such that
it worked, adjusting the stun, unconsciousness and wound levels so that
they produced the expected result of Wild West style combat.
Deadlands dice mechanics shares the "modifier which isn't a
modifier" hole with old time Shadowrun and that had to be patched.
Explosions were small nukes that raged across the board, I patched it.
The setting background was complete stupidity, showing neither respect
for the actual historic period or for the genre. Crippled by PC feeling
and wishful thinking (why do so many games have The South rise again,
or never fall), it had to go. In its place was the historical west
timeline with a Hollywood favor and a dark undercurrent of a seldom
seen mystical invasion.
And so on. It didn't take a lot of work, and at the end of it I had a
game that was still very much Deadlands with many of its worse features
either improved or removed. It still used a silly dice mechanic and
there were problems- but I hoped they'd be minor. It should have been
good enough for a non-generational campaign.
Except for one part that I didn't look at too closely, perhaps
because deep down I knew it would be a heartbreaker.
The use of poker hands to resolve spell casting is perhaps the single
coolest thing in Deadlands although the poker chips and card based
initiative give it a contest. It was too cool to give up, and on that
basis I didn't examine it closely. Online people sing its praises,
surely it would be good enough for my game...
Sigh.
It took about a half dozen games, but the huckster players started
complaining. Serious complaining. I hadn't been watching them too
closely but I did agree that they seemed to be feast or famine- either
being worthless or powerful beyond belief.
I finally agreed to look in the poker mechanic in detail. Some
searching turned up the hand probabilities. Cross-referencing with the
dice probabilities revealed the nature of the system plainly.
Feast and famine it was, with more the later than the former. Poker
hands have huge breaks in odds as one goes up the ranking, and the game
system took advantage of this by the escalating the power of those
hands. To balance this, the chance of backlash is high and the effect
of common hands low. In concept perhaps ok.
In practice, it sucked.
Great success would happen on the least important times, great failures
in the most important times. Rare would be a good pairing of event and
spell result. Consistency was nowhere to be found- and it's
consistency that we most associate with excellence. Instead of a hero
armed with rare mystical knowledge, the Huckster character felt like a
blind clown armed with dynamite.
I could find no way to keep the poker system. Anything I tried to make
it more consistent either required me to re-write all the individual
spell effects or vastly increase the Huckster's power.
With great sadness, I booted the poker hand mechanic for a dice based
approached. I kept the hand names to link to the original rules while
invoking at least a bit of the poker magic.
The campaign had memorable characters and events. But the system fought
it and by the time I moved to replace it, the group's morale had been
damaged too much.
We put the campaign on hold and switched to Shadowrun (using HERO).
We'll likely go back to Deadlands in time. So I don't count it as a
complete failure. It will be interesting to see if my Huckster's
changes actually work, or if they yanked the soul of the game away.
For those interested, all the changes are found at:
http://home.comcast.net/~b.gleichman/Deadlands/